Search found 139 matches

by coppercoil
Fri Jan 10, 2020 8:24 pm
Forum: Gameplay Help
Topic: Water supply for nuclear reactors
Replies: 57
Views: 1746

Re: Water supply for nuclear reactors

azesmbog wrote:
Fri Jan 10, 2020 7:18 pm
But the nuclear reactors themselves are very effective as heat pipes (although they will be very expensive :))))))))))
I have thought about it. Price is not a problem for a large base :). But it look very unnatural. I'm not ready for this :mrgreen:
by coppercoil
Fri Jan 10, 2020 6:03 pm
Forum: Gameplay Help
Topic: Water supply for nuclear reactors
Replies: 57
Views: 1746

Re: Water supply for nuclear reactors

As you can see in the screen shot, the heat exchanger connected directly to the offshore pump has no water, and that affects the entire row. For some reason, apparently at random, the pump will decide that it isn't providing any water, and the entire row of heat exchangers stop working. Then it wil...
by coppercoil
Thu Jan 09, 2020 9:16 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 10K Monolithic Train Base with extra pictures.
Replies: 25
Views: 1139

Re: 10K Monolithic Train Base with extra pictures.

Thanks for sharing. It's unusual and very compact megabase. It looks like there's no single belt :)

I saw stations that are always blocked. What is its purpose?
UnavailableStations.jpg
UnavailableStations.jpg (295.04 KiB) Viewed 775 times
by coppercoil
Wed Dec 25, 2019 7:23 pm
Forum: Railway Setups
Topic: High throughput T junction in action
Replies: 9
Views: 870

Re: High throughput T junction in action

You can cut quite many lanes on both the 3 and 4 way intersection. Here is a pic where the lanes marked red can be cut and you keep the same throughput. No, you shouldn’t cut red marked lanes. I have tried it, but traffic jam was forming here. Actually, you can cut some of lanes if you know for sur...
by coppercoil
Tue Dec 17, 2019 7:35 am
Forum: Ideas and Suggestions
Topic: Make save game overwrites less dangerous
Replies: 63
Views: 5267

Re: Make save game overwrites less dangerous

What size are your save games and your hard drive (and how often do you delete saves) that it would "jam the trashcan quickly" ?!? My game saves are 100M each. Ok, maybe it will jam not so quickly. But still, it's unusual to use Recycle bin for overwritten files. That's not consistent. Why couldn't...
by coppercoil
Mon Dec 16, 2019 3:32 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 22534

Re: Friday Facts #274 - New fluid system 2

Do the same that you do when belts need more throughput: Build more pipes, use higher pipe tiers (modded only), or use trains for mass transport. More pipes would be really complicated for huge nuclear plant. Trains for nuclear water supply? Almost made it. But I still need enormous water flow for ...
by coppercoil
Mon Dec 16, 2019 7:35 am
Forum: Ideas and Suggestions
Topic: Make save game overwrites less dangerous
Replies: 63
Views: 5267

Re: Make save game overwrites less dangerous

The file is not deleted from your OS' file browser GUI, but from within the game. There should be an OS API to delete file into recycle bin by any application. But deleting into recycle bin can jam it quickly (I do lots of manual saves). Only few last gamesaves may be useful, so the game could have...
by coppercoil
Sun Dec 15, 2019 1:27 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 22534

Re: Friday Facts #274 - New fluid system 2

Dominik wrote: [..]the fluids now behave correctly and intuitively, performance is consistent (pipes to ground won’t help you with throughput anymore).
Then please give some other reasonable way to transfer 3000 fluids/s by single pipe.
by coppercoil
Sun Dec 15, 2019 1:03 pm
Forum: Ideas and Suggestions
Topic: Make save game overwrites less dangerous
Replies: 63
Views: 5267

Re: Make save game overwrites less dangerous

deleting a save has a confirmation, but overwriting does not? They're both just as dangerous. :S If there will be confirmation on every action, it may not work because player will be accustomed to press “yes” without any thinking. Despite confirmation still would be a good thing, there could be a w...
by coppercoil
Fri Dec 13, 2019 10:31 pm
Forum: General discussion
Topic: There is something wrong with music
Replies: 22
Views: 1562

Re: There is something wrong with music

At the beginning I liked that anxious music. Biters, biters everywhere… :mrgreen: Produce red bullets, build defense… That was balanced. When I became comfortable with biters, game music started to annoy me. I turned it off. Now I listen to my favorite music. Nevertheless, I don’t want some of anoth...
by coppercoil
Fri Dec 13, 2019 5:58 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 6392

Re: Friday Facts #325 - New Explosions and Particles

Explosions and particles look great except rail wood: when it stops, it looks like frozen in the air. I think it’s because there's no shadow underneath. You may say: what a shadow, they are flat. Actually, no: ground shadow is a must. Even tiny shadow gives a big difference. Moreover, wood must be r...
by coppercoil
Fri Dec 13, 2019 8:02 am
Forum: Gameplay Help
Topic: Biters pathing logic
Replies: 8
Views: 429

Re: Biters pathing logic

If biters run in zigzag pattern (though it may be difficult to design walls that would work for any direction without being eaten), its time under the fire increase, so we can also say that turet shooting range virtually becomes larger. That's good. How good is it? A gain is equal to General DPS * S...
by coppercoil
Thu Dec 12, 2019 8:41 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 12777

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

bobucles wrote:
Thu Dec 12, 2019 7:33 pm
While unpacking a multi purpose variable may be fast, it still takes time.
Cache misses takes much more time. Even hyperthreading was born :roll:

Dualcore system shouldn't be considered as primary dev's target. Does anybody care about Android 4.4? :) They still exists...
by coppercoil
Thu Dec 12, 2019 8:04 pm
Forum: Gameplay Help
Topic: Biters pathing logic
Replies: 8
Views: 429

Re: Biters pathing logic

By the way, there’s one important question about funnel width. IMO funnels that are posted in this topic are way too wide. It will not reduce bitter flow (bitters per second arrived - bullets per second spent), so you cannot reduce turret count. Single line of turrets may be not enough. Funneling ha...
by coppercoil
Wed Dec 11, 2019 7:19 am
Forum: Not a bug
Topic: [0.17.79] Rocket without power can auto-launch with cargo
Replies: 8
Views: 279

Re: [0.17.79] Rocket without power can auto-launch with cargo

We already tried to place multiple stack-inserters around the rocket to insert the fish, but the stack inserters keep holding the fish except one who placed it. We always only manage to send 12 fish into space then. We'd have to wait just some CPU cycles more before the launch of the rocket so the ...
by coppercoil
Tue Dec 10, 2019 8:11 pm
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 33
Views: 1444

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

You missed the part where player suggested balance changes are not necessarily going to improve or add value to the game, it may in fact take value away. These changes WILL add value to the game for some players. Polishing does not need to be useful for everyone, does it? Personally I don’t need 32...
by coppercoil
Tue Dec 10, 2019 5:50 pm
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 33
Views: 1444

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

Yes, reddit people aren’t majority. Nevertheless, do we always take decisions based on majority? How about arguments? How strong are arguments pro and contra? I think one single man can propose some changes and we don’t need to count which army is bigger. I think we can do lots of small improvements...
by coppercoil
Tue Dec 10, 2019 7:34 am
Forum: Outdated/Not implemented
Topic: Add Duplicate Keybind Warning
Replies: 3
Views: 143

Re: Add Duplicate Keybind Warning

Rseding91 wrote:
Tue Dec 10, 2019 3:23 am
The controls menu has no way to know what controls are "ok" to be on the same hotkey and which ones aren't.
If hotkey cannot be evaluated, just display information there's a collision. Player will decide whether it's ok for him or not.
by coppercoil
Mon Dec 09, 2019 6:10 pm
Forum: Gameplay Help
Topic: Biters pathing logic
Replies: 8
Views: 429

Re: Biters pathing logic

Walls won't work, bitter pathfinding just ignores them. Of course, linear defense is ineffective. But you don't need directing walls for concentrated defense. Biters always switches into attack if there's a turret nearby. So you need to distribute turrets by double switching radius (minus some margi...
by coppercoil
Sun Dec 08, 2019 9:41 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 12777

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

That math is far off, unfortunately. Unpacking bit-packed structures like that is not free. Especially not if placed on arbitrary offsets, that's 6-10 extra instructions just for unpacking, including offset-calculation, bit-arithmetic etc., with the nasty side effect of massive register pressure ne...

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